Do marines need some sort of anti-alien sight weapon?
Kalabalana
Join Date: 2003-11-14 Member: 22859Members
Join Date: 2003-11-14 Member: 22859Members
Comments
First excellent post!
but seriously, now: anything that changes a player's view is frowned upon.
l4d is not a valid example since it's designed as a coop game, versus came later.
and flashbangs in cs and co are invalid, too, because those games are something entirely different than ns2.
Maybe some sort of beacon, which has a low cost and is temporary which makes alien sight unusable in it's AOE.
Maybe some sort of beacon, which has a low cost and is temporary which makes alien sight unusable in it's AOE.<!--QuoteEnd--></div><!--QuoteEEnd-->
flashlights, end of story.
<!--quoteo(post=1866444:date=Aug 4 2011, 05:26 PM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Aug 4 2011, 05:26 PM) <a href="index.php?act=findpost&pid=1866444"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't know if it's still in, but last time I checked, marines had map wide wallhack a.k.a. motion tracking. again, I don't know if its still in NS2.<!--QuoteEnd--></div><!--QuoteEEnd-->
Neg, but when commanders scan everything shows up on minimap for marines.
Make the marine flashlight be blinding when he points it at an alien using the sight.
Honestly I don't think the alien sight is that over powered.
You can't see certain things correctly with it so it usually does not pay to leave it on.
I find it terribly helpful in learning to traverse the level quickly.
I hope they don't put motion tracking in NS2....or scale it back like its a spell cast for a period on an area.
It made skulks fairly worthless once researched.
Another deep and well thought out post! Bravo my friend!
<!--quoteo(post=1866449:date=Aug 4 2011, 05:38 PM:name=kingmob)--><div class='quotetop'>QUOTE (kingmob @ Aug 4 2011, 05:38 PM) <a href="index.php?act=findpost&pid=1866449"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We discussed this before and i will make my suggestion again.
Make the marine flashlight be blinding when he points it at an alien using the sight.
Honestly I don't think the alien sight is that over powered.
You can't see certain things correctly with it so it usually does not pay to leave it on.
I find it terribly helpful in learning to traverse the level quickly.
I hope they don't put motion tracking in NS2....or scale it back like its a spell cast for a period on an area.
It made skulks fairly worthless once researched.<!--QuoteEnd--></div><!--QuoteEEnd-->
I pretty much play alien with the sight on all the time. It's not some incredible benefit to the team, but the contrast makes everything incredibly easy to pick out and see. Everything important to the game is highlighted, it's literally like the skin hacks used back in the days of cs where player model textures were replaced with single brightly visible colors. (Blue and red)
I'm not saying the game needs anything done with regards to alien sight, but I am brain storming about it.
I personally play better with alien vision off except in very dark rooms or sometimes against a flame thrower marine. And really, aliens should have higher combat awareness anyway, a good marine isn't going to be hiding in the shadows, sneaking around trying to be unnoticed, that's not their mechanic, the aliens are the ones that are supposed to be sneaking around trying to be unnoticed until they strike.
I personally play better with alien vision off except in very dark rooms or sometimes against a flame thrower marine. And really, aliens should have higher combat awareness anyway, a good marine isn't going to be hiding in the shadows, sneaking around trying to be unnoticed, that's not their mechanic, the aliens are the ones that are supposed to be sneaking around trying to be unnoticed until they strike.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1
I guess alien sight doesn't really need a counter, but I thought it would be something fun to play with. Thanks guys!
Actually alien sight gives them the advantage in any lighting condition. But I am starting to see I am in the minority understanding that.
I don't think flashing a flashlight on an alien would cause them to blind in alien view. If anything alien view is some form of thermal vision that is only highlighting living beings and objects with an highly active electricity flow and some sort of function. The energy put out by one of those tiny and weak flashlights ( really the marine flashlight only makes 5 feet in front of you bright) would not be enough to affect what the alien vision.
flash effect when shining your flashlight on them, when they are using it. And of course close to or just outright unusable in well lit areas would be a nice thing IMHO...
Marines can have their vision temporarily blinded by the drifters <i>Flare</i> ability. Although, I think this makes sense because the marines are ranged anyways so the aliens need a way to get up to them somehow. Although it will be easier with the shades capabilities aswell. I wouldn't mind if the frontiersmen had flashbangs.. after all flashbangs have been proven to disorient offenders in real life situations, giving the authority a chance to survive a breach. Could you imagine a SWAT team breaching <i>without</i> flashbangs? Their survival rates would be lessened dramatically.
I don't know how this could be implemented into the game though. :P
I really like this idea. Would give the flashlight more "body" and "oomph" instead of having it just be this little dinky thing duct-taped to your rifle
Alien vision to not be of any use in bright areas, and basically flash any Kharaa using the vison if a Marine who has his flashlight on looks at a Kharaa ?
This wasnt a well thought out suggestion to be honest, a Marine will 95% of the time use flashlights in the dark to see, a Kharaa will use thier vision in the dark to see as well... in effect you are suggesting Kharaa get penalised heavily for using thier 'flashlight' .
If , and I really dont think this is the case , the vision is OP then why not make it a pulse rather than a toggle , and make it use a small amount of energy per pulse ?
Which can be avoided by disabling the alien view beforehand, I dunno it makes this green pea soup with orange highlights a much more immersive thing to have instead of just making the game look like tron on steroids...
This is actually a great idea
Personally I like the idea of an upgrade to individual observatories which would generate phantom parasites in normal vision and phantom marines in alien vision (in a limited radius around the obs). This would incentivize marines to place forward obs and create scenarios where aliens would be better off NOT using alien sight.
Rines don't have their own version, but I thought researching some sort of marine version of aliensight would be cool. The black armor's already have the goggles!
+
<!--quoteo(post=1866756:date=Aug 5 2011, 03:12 PM:name=zex)--><div class='quotetop'>QUOTE (zex @ Aug 5 2011, 03:12 PM) <a href="index.php?act=findpost&pid=1866756"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->flashlight<!--QuoteEnd--></div><!--QuoteEEnd-->
=
Alien sight.
Totally agree with them both.
flashlight
since it was apparently confusing the first time i posted it